Ok, ok, before you get your knickerbockers into a twist, hear me out here.
The skill level of osu! players have come quite a long way since the game started in 2007. Nearly all the top players can pull off full combos on ludicrous expert level maps with ease, and players have mastered the art of HD+HR, HD+DT, and HR+DT to maximize the amount of pp they can get in an attempt to reach the higher echelons of the pp ranking system.
However, with the strict restrictions on ranked maps today, many of the top players primarily focus on the hardest difficulties per map, most of the time trying to full combo either an Expert difficulty or an Insane difficulty with two mods to achieve a minimum of a 300 pp play, which is more or less the standard target if a player is trying to attempt to crack the top 500 on the rankings. As a result, for many of the top players, a plethora of maps go unplayed because they are too easy to the point that a HD+HR+DT play will give less than 200 pp. In other words, they aren't worth the time, and as a result, they are bypassed by the top players in favor of difficult maps that give pp.
To me, that's a huge shame, as there are so many beautiful maps on the 3* to 4.5* difficulty level that don't get the number of plays that they really deserve. Why? Because for top pros, there is almost zero replay ability to them. Most of the time, they're never touched or even attempted, and if they are attempted, usually it is at a request of their twitch followers or what not and it is only attempted once. There's little incentive for the top pros to even attempt to play these maps.
If only there were some way for the maps to be harder... as in adjust circle sizes to be smaller, approach rates to be faster, reducing the timing window via Overal Difficulty, or what the heck, flip the map over a different axis to make an entirely new map?
Well, ladies and gentlemen, I am proposing a new modifier that will completely revolutionize the osu! competitive community forever. I bring to you: HARD ROCK II.
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Wait... what's Hard Rock?
From the osu! wiki, Hard Rock is defined as follows:
Well, Hard Rock does the following:
Okay, so exactly what are you looking for in Hard Rock II?
Well I propose that Hard Rock II does exactly the following:
Proposition 1: The map is flipped over the y-axis.
The idea of Hard Rock flipping maps over the x-axis was intended to give the map a new look and a new feel, giving a sense of illusion that the map is a completely different map entirely. Hard Rock II being flipped over the y-axis gives the map a different flow entirely. Now, in transitioning from No Mod to Hard Rock II, the circles on the left side of the map are now on the right, and vice versa. In addition, for players trying to switch from Hard Rock to Hard Rock II, they will find that the circles are flipped across the y = -(3/4)x diagonal (the diagonal from the top left to the bottom right corner), which makes it difficult to relocate the circles in transition, and forcing the player to relearn the entire map as if it were a different map.
How can this be programmed? Well, in the exact same way as Hard Rock I was programmed, where hit circles were remapped to (x, 384-y). For Hard Rock II, Every hit circle (x,y) is remapped to a new coordinate (512-x, y)..
Proposition 2: Circle Size is multiplied by 1.6, capping off at 7.
Since Hard Rock multiplies (CS) by 1.3, it follows that Hard Rock II should be multiplied by a greater number than 1.3. After considering a few numbers, I decided to settle for 1.6, which promotes linear progression, a standard that is required for star difficulty of ranked maps today. Exactly how much does it reduce hit circle size? Well, for circle sizes 2 to 5 (I never see 6 or 7 on ranked maps, no mod), I made a little chart for you.
Proposition 3: Approach Rate, Overall Difficulty, and HP Drain are multiplied by 1.8, capping off at 10
Since AR, OD, and HP Drain are multiplied by 1.4 in Hard Rock I, it follows that Hard Rock II should multiply those values by something greater. Since I added .3 to 1.3 to get 1.6 for the CS multiplier, it only makes sense that I would add .4 to 1.4 to get 1.8 as the multiplier for AR, OD, and HP drain, continuing the notion of linear progression. Thus, the AR, OD, and HP Drain under Hard Rock II would be implemented as follows:
Proposition 4: To account for increased difficulty, the score multiplier for Hard Rock II is x1.12
Honestly, I wanted to propose a much higher score multiplier than x1.12. However, I'm well aware of the debate between whether DT or HDHR is harder. Both disciplines are scored with a x1.12 (well, technically, HDHR is x1.1236, where as DT is x1.12 flat). In a similar vain, if Hard Rock II is introduced, I can see the debate taking a new dimension. Really, which is the hardest? DT, HDHR, or Hard Rock II? A case can be made for each of the three. Thus, I felt that it would only be fair if Hard Rock II has the same multiplier as DT.
I get it. But why should we even implement Hard Rock II?
As I mentioned in my introduction, many maps, especially those of the Hard to low Insane difficulty, often get bypassed by top players simply because they don't generate PP. With Hard Rock II, maps of Hard difficulty, Normal difficulty, and perhaps even Easy difficulty suddenly become playable to the top players and the up and comers, as they end up with new found playability value that can in turn reward them with sufficient amounts of PP. Circle Size 6.5, often a novelty reserved for the best Hard Rock players today, suddenly becomes trainable through the Circle Size 6.4 via Hard Rock II on Normal and Hard difficulties. And don't say that 6.4/10/10/10 is an impossible feat, because 6.5/10/10/10 has actually been done!
In conclusion, Hard Rock II adds a completely new dimension to osu play. We have the DT and the HDHR players, and now with the super small circle size + accuracy play that is found in Hard Rock II, it allows for a new breed of osu players that can challenge the DT and HDHR players for supremacy in the top ranks! Now would that be a sight to see in 2015?!
The skill level of osu! players have come quite a long way since the game started in 2007. Nearly all the top players can pull off full combos on ludicrous expert level maps with ease, and players have mastered the art of HD+HR, HD+DT, and HR+DT to maximize the amount of pp they can get in an attempt to reach the higher echelons of the pp ranking system.
However, with the strict restrictions on ranked maps today, many of the top players primarily focus on the hardest difficulties per map, most of the time trying to full combo either an Expert difficulty or an Insane difficulty with two mods to achieve a minimum of a 300 pp play, which is more or less the standard target if a player is trying to attempt to crack the top 500 on the rankings. As a result, for many of the top players, a plethora of maps go unplayed because they are too easy to the point that a HD+HR+DT play will give less than 200 pp. In other words, they aren't worth the time, and as a result, they are bypassed by the top players in favor of difficult maps that give pp.
To me, that's a huge shame, as there are so many beautiful maps on the 3* to 4.5* difficulty level that don't get the number of plays that they really deserve. Why? Because for top pros, there is almost zero replay ability to them. Most of the time, they're never touched or even attempted, and if they are attempted, usually it is at a request of their twitch followers or what not and it is only attempted once. There's little incentive for the top pros to even attempt to play these maps.
If only there were some way for the maps to be harder... as in adjust circle sizes to be smaller, approach rates to be faster, reducing the timing window via Overal Difficulty, or what the heck, flip the map over a different axis to make an entirely new map?
Well, ladies and gentlemen, I am proposing a new modifier that will completely revolutionize the osu! competitive community forever. I bring to you: HARD ROCK II.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
From the osu! wiki, Hard Rock is defined as follows:
That's a good description for a newcomer to the game that is trying to understand what the modifiers actually do. But really, "2 or 3 ticks?" That doesn't seem like a clear cut definition of the modifier, so really, what does Hard Rock actually do?osu!wiki wrote:
Hard Rock (named after the hardest difficulty of the DS game Elite Beat Agents) decreases hit circle size by 1 tick while increasing the overall difficulty, approach rate, and the HP drain by 2 or 3 ticks of their original value up to a maximum of 10. The difference in AR is often hard to notice except when used on maps with an original AR of 7 or greater, as it will push the AR to the maximum value of 10. Hard Rock can be a very difficult mod (especially on insane maps) as it not only demands higher cursor accuracy, it also requires the ability to read lightning-fast approach circles. Additionally, this mod flips the map on the X axis, so that elements that were at the bottom of the map are now at the top and vice versa.
Well, Hard Rock does the following:
- 1) It takes the Circle Size (CS) of the map and multiplies it by 1.3, then caps it off at 7 if it exceeds 7.
2) It takes the Approach Rate (AR) of the map and multiplies it by 1.4, then caps it off at 10 if it exceeds 10.
3) It takes the Overall Difficulty (OD) of the map and multiplies it by 1.4, then caps it off at 10 if it exceeds 10.
4) It takes the HP Drain (HP) of the map and multiplies it by 1.4, then caps it off at 10 if it exceeds 10.
5) Each hit circle on the map is flipped over the x-axis. Beatmappers know that each hit circle is given given an (x,y) coordinate, with the x-axis being listed as x = 256 and y = 192. In Hard Rock, the circle is remapped so that if a hit circle has the coordinates (x,y), the new hitcircle is mapped to (x, 384-y).
6) To account for increased difficulty, it multiplies the score by 1.06
Well I propose that Hard Rock II does exactly the following:
Proposition 1: The map is flipped over the y-axis.
The idea of Hard Rock flipping maps over the x-axis was intended to give the map a new look and a new feel, giving a sense of illusion that the map is a completely different map entirely. Hard Rock II being flipped over the y-axis gives the map a different flow entirely. Now, in transitioning from No Mod to Hard Rock II, the circles on the left side of the map are now on the right, and vice versa. In addition, for players trying to switch from Hard Rock to Hard Rock II, they will find that the circles are flipped across the y = -(3/4)x diagonal (the diagonal from the top left to the bottom right corner), which makes it difficult to relocate the circles in transition, and forcing the player to relearn the entire map as if it were a different map.
How can this be programmed? Well, in the exact same way as Hard Rock I was programmed, where hit circles were remapped to (x, 384-y). For Hard Rock II, Every hit circle (x,y) is remapped to a new coordinate (512-x, y)..
Proposition 2: Circle Size is multiplied by 1.6, capping off at 7.
Since Hard Rock multiplies (CS) by 1.3, it follows that Hard Rock II should be multiplied by a greater number than 1.3. After considering a few numbers, I decided to settle for 1.6, which promotes linear progression, a standard that is required for star difficulty of ranked maps today. Exactly how much does it reduce hit circle size? Well, for circle sizes 2 to 5 (I never see 6 or 7 on ranked maps, no mod), I made a little chart for you.
Proposition 3: Approach Rate, Overall Difficulty, and HP Drain are multiplied by 1.8, capping off at 10
Since AR, OD, and HP Drain are multiplied by 1.4 in Hard Rock I, it follows that Hard Rock II should multiply those values by something greater. Since I added .3 to 1.3 to get 1.6 for the CS multiplier, it only makes sense that I would add .4 to 1.4 to get 1.8 as the multiplier for AR, OD, and HP drain, continuing the notion of linear progression. Thus, the AR, OD, and HP Drain under Hard Rock II would be implemented as follows:
Proposition 4: To account for increased difficulty, the score multiplier for Hard Rock II is x1.12
Honestly, I wanted to propose a much higher score multiplier than x1.12. However, I'm well aware of the debate between whether DT or HDHR is harder. Both disciplines are scored with a x1.12 (well, technically, HDHR is x1.1236, where as DT is x1.12 flat). In a similar vain, if Hard Rock II is introduced, I can see the debate taking a new dimension. Really, which is the hardest? DT, HDHR, or Hard Rock II? A case can be made for each of the three. Thus, I felt that it would only be fair if Hard Rock II has the same multiplier as DT.
As I mentioned in my introduction, many maps, especially those of the Hard to low Insane difficulty, often get bypassed by top players simply because they don't generate PP. With Hard Rock II, maps of Hard difficulty, Normal difficulty, and perhaps even Easy difficulty suddenly become playable to the top players and the up and comers, as they end up with new found playability value that can in turn reward them with sufficient amounts of PP. Circle Size 6.5, often a novelty reserved for the best Hard Rock players today, suddenly becomes trainable through the Circle Size 6.4 via Hard Rock II on Normal and Hard difficulties. And don't say that 6.4/10/10/10 is an impossible feat, because 6.5/10/10/10 has actually been done!
In conclusion, Hard Rock II adds a completely new dimension to osu play. We have the DT and the HDHR players, and now with the super small circle size + accuracy play that is found in Hard Rock II, it allows for a new breed of osu players that can challenge the DT and HDHR players for supremacy in the top ranks! Now would that be a sight to see in 2015?!